Download Games - MENA

  • MENA
  • Revenue in the Download Games market market in MENA is forecasted to reach US$1.24bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.83%, leading to a projected market volume of US$1.57bn by 2029.
  • Within the Download Games market market in MENA, the number of users is projected to reach 0.00 by 2029.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the majority of revenue is expected to be generated the in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market in MENA is forecasted to be 0.00 in 2024.
  • The MENA region is experiencing a surge in demand for downloadable games, fueled by a growing tech-savvy population and increased smartphone penetration.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in MENA has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in the Download Games market in MENA have shifted towards mobile gaming. With the increasing availability of smartphones and the improvement in mobile network infrastructure, more people in the region are accessing games on their mobile devices. The convenience and portability of mobile gaming have made it a popular choice among consumers in MENA.

Trends in the market indicate a growing demand for multiplayer and online games in MENA. As internet penetration rates continue to rise in the region, more gamers are seeking interactive gaming experiences that allow them to connect with friends and players from around the world. This trend has led to the rise of online gaming platforms and the development of games that emphasize multiplayer gameplay.

Local special circumstances in MENA have also contributed to the growth of the Download Games market. The region has a young population, with a high proportion of tech-savvy individuals who are enthusiastic about gaming. Furthermore, MENA has a vibrant gaming community, with local game developers and content creators gaining popularity both within the region and internationally.

This has fostered a supportive ecosystem for the Download Games market to thrive. Underlying macroeconomic factors have played a role in the development of the Download Games market in MENA. Economic growth in the region has led to an increase in disposable income, allowing more consumers to afford gaming devices and software.

Additionally, the MENA region has seen a rise in digitalization and technological advancements, creating an environment conducive to the growth of the Download Games market. In conclusion, the Download Games market in MENA is experiencing growth due to customer preferences shifting towards mobile gaming, the increasing demand for multiplayer and online games, local special circumstances such as a young population and a vibrant gaming community, and underlying macroeconomic factors such as economic growth and technological advancements. These factors have created a favorable environment for the Download Games market to thrive in the MENA region.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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